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2020-03-27Fix Optix build error after recent changesDaniel Santana
Differential Revision: https://developer.blender.org/D7253
2020-03-27Cleanup: Silence uninitialized variable warningCharlie Jolly
2020-02-15Shading: Extend Vector Math Node with Sin, Cos, Tan and Wrap functionsCharlie Jolly
This adds some extra functions recently added to the float Maths Node. Not all functions have been ported over in this patch. Also: + Tidy up menu + Change node color to match other vector nodes, this helps distinguish vector and float nodes in the tree + Move shared OSL functions to new header node_math.h Reviewed By: brecht Differential Revision: https://developer.blender.org/D6713
2019-12-07Maths Node: Additional functionsCharlie Jolly
When creating shaders and using maths functions it is expected that Blender should match functions in other DCC applications, game engines and shading languages such as GLSL and OSL. This patch adds missing functions to the Blender maths node. Ideally, it would be nice to have these functions available to vectors too but that is not part of this patch. This patch adds the following functions trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt. Sign function is based on GLSL and OSL functions and returns zero when x == 0. Differential Revision: https://developer.blender.org/D5957
2019-08-26Cycles: change svm node decoding for more efficient code generation on GPUPatrick Mours
These functions no longer accept NULL. They were renamed for clarity and to avoid hidden merge issues. Ref D5363
2019-08-21Shading: Add more operators to Vector Math node.OmarSquircleArt
Add Multiply, Divide, Project, Reflect, Distance, Length, Scale, Snap, Floor, Ceil, Modulo, Fraction, Absolute, Minimum, and Maximum operators to the Vector Math node. The Value output has been removed from operators whose output is a vector, and the other way around. All of those removals has been handled properly in versioning code. The patch doesn't include tests for the new operators. Tests will be added in a later patch. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5523
2019-08-18Shading: Refactor Math node and use dynamic inputs.OmarSquircleArt
- Implement dynamic inputs. The second input is now unavailable in single operand math operators. - Reimplemenet the clamp option using graph expansion for Cycles. - Clean up code and unify naming between Blender and Cycles. - Remove unused code. Reviewers: brecht Differential Revision: https://developer.blender.org/D5481
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2018-07-06Cleanup: strip trailing space for cyclesCampbell Barton
2014-12-25Cleanup: Fix Cycles Apache header.Thomas Dinges
This was already mixed a bit, but the dot belongs there.
2014-12-25Cycles: Optimize vector math node without links to single values.Thomas Dinges
2014-10-29Cycles: Optimize math node without links to a single value nodeSergey Sharybin
Pretty straightforward implementation. Just needed to move some functions around to make them available at shader compile time.
2014-05-07Nodes: add absolute value operation to all math nodesMatt Heimlich
Reviewed By: dingto, brecht Differential Revision: https://developer.blender.org/D507
2013-11-18Cycles: change __device and similar qualifiers to ccl_device in kernel code.Brecht Van Lommel
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values are reserved for compilers. I apologize to anyone who has patches or branches and has to go through the pain of merging this change, it may be easiest to do these same replacements in your code and then apply/merge the patch. Ref T37477.
2013-08-18Cycles: relicense GNU GPL source code to Apache version 2.0.Brecht Van Lommel
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
2013-06-04Cycles:Thomas Dinges
* Revert r57203 (len() renaming) There seems to be a problem with nVidia OpenCL after this and I haven't figured out the real cause yet. Better to selectively enable native length() later, after figuring out what's wrong. This fixes [#35612].
2013-06-03Cycles / Math functions:Thomas Dinges
* Rename some math functions: len -> length len_squared -> length_squared normalize_len -> normalize_length * This way OpenCL uses its inbuilt length() function, rather than our own. The other two functions have been renamed for consistency. * Tested CPU, CUDA and OpenCL compile, should be no functional changes.
2013-05-20Math Node:Thomas Dinges
* Added a Modulo operation to the math node, available in Compositor, Shader and Texture Nodes.
2012-12-20Cycles OSL: diffuse_toon and specular_toon closures. These are toon shaders withBrecht Van Lommel
a size parameter between 0.0 and 1.0 that gives a angle of reflection between 0° and 90°, and a smooth parameter that gives and angle over which a smooth transition from full to no reflection happens. These work with global illumination and do importance sampling of the area within the angle. Note that unlike most other BSDF's these are not energy conserving in general, in particular if their weight is 1.0 and size > 2/3 (or 60°) they will add more energy in each bounce. Diffuse: http://www.pasteall.org/pic/show.php?id=42119 Specular: http://www.pasteall.org/pic/show.php?id=42120
2012-11-23Fix #33267: cycles math node power gave different results for CPU and GPU. TheBrecht Van Lommel
GPU variants do not support pow(-1, 2), it doesn't check for even exponents, do manually now.
2012-08-29Cycles bugfix: [32431] Cycles Math Node : Clamp does not workDalai Felinto
the OSL solution is slightly different than the svm, but I think it's fine. thanks Lukas Toenne for helping with a fix on the original patch
2011-08-10Cycles: amd opencl compatibility fixes.Brecht Van Lommel
2011-05-16Cycles: fix vector math subtract not working correct, patch by Sanne.Brecht Van Lommel
2011-04-27Cycles render engine, initial commit. This is the engine itself, blender ↵Ton Roosendaal
modifications and build instructions will follow later. Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php